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InvdrZim13

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Everything posted by InvdrZim13

  1. This guide assumes you are already familiar with the basics of hacking Introduction So there's not really a big post on how to do FE8 eventing (like Arch's super great guide for FE7), and that kinda sucks for people who want to hack FE8 because there's far less resources immediately available for them to use. It's uh, going to be a hell of a WIP until everything is properly covered. But the general idea is to have a resource similar to Arch's chapter construction guide except focused on FE8. I figured as one of the few people hacking FE8 right now I'd try to share some of my knowledge with anyone looking to get into FE8 hacking. That being said, I probably forgot a bunch of stuff so if there's something missing that you want to know about, leave a comment here and let me know. So, before it starts, here's what you'd need: Nintendlord's Event Assembler (current version is v10.1) Tiled and the Tiled map inserter A hex editor (such as HxD, but any hex editor should be fine) Since FEditor a shit, I recommend learning the MAKEHACK.cmd method outlined in this FEE3 tech demo: FE8 Nightmare modules for use with nmm2csv FE8 Eventiel DON'T USE THIS TO BUILD EVENTS, JUST USE IT FOR HELP WITH CAMERA STUFF AND MAP THINGS. An FE8(U) ROM Event file template Free space can be found from b2a610-c00000, as well as the end of the ROM Useful Information This stuff isn't strictly eventing related but is nonetheless helpful to know. Apply this patch to your ROM before you start working, it contains a bunch of essential fixes for FE8 Table of Contents 1. Key Concepts 2. Handling Units 3. The Event Arrays 4. Scene Construction 5. Inserting Maps/Tile Changes 6. More Codes 7. Conditions 8. ASM Condtions/Effects 9. The World Map 10. Misc Info 11. Epilogue And much like Arch's tutorial, this isn't designed to explain basic terminology for ROMHacking and eventing shouldn't be the first thing you try when you want to hack FE.
  2. If we used a status effect then it could just be fixed with restore, which we don't want.
  3. It's going to be nigh-impossible to find someone who will do the eventing and stuff for you, as most if not all of the people who know how to write events are doing their own things already, fortunately eventing isn't too hard to learn given all the tutorials out there, and is less difficult than actual programming. If you build a small demo on your own and post that you'd probably have a higher chance of getting people involved. As for mugs, using your own splices or borrowing things from the Nickt collection for use in it. You can worry about fully custom ones later when you have a team built. There's also an inherent cynicism when it comes to concepts as ideas are a dime a dozen and most of them never get off the ground. If you show that you're willing to put in work to get your game going then other people will be more likely to offer assistance. I don't really know how the other established projects did it, but I'm going to assume they started with some small solo thing and then grew from there.
  4. I don't know about the AI stuff but the code currently needs an overhaul so the hp restoring part works properly (which is why it's in 1-F and not earlier). Also don't know when the code is being released since I wasn't the one who made it.
  5. The problem with more than one use is that the AI will keep targeting the same unit and cutting their HP in half over and over again. The suggested change to it is interesting but I don't know how doable it is.
  6. I'm certain some people are switching their vote around to keep it tied
  7. Well that's not supposed to happen. I'll try to see if I can figure out why it's doing that. EDIT: Fixed it, messed something up with the unit loading. Yeah it's really surprising lol
  8. iirc 8 and 9 had restore staffs for sale. HP lost to the hexing rod is restored after the chapter is completed. Just telling me it needs to be tweaked isn't very helpful.
  9. Then you're not looking very hard. You also shouldn't be asking for a link to a ROM, it's against the rules. And that aside, this is an FE8 hack, an FE7 ROM wouldn't do you much good anyway.
  10. Chill, it'll be done when it's done. Don't have a version of the song as it is in game, but the actual version's on youtube. Glad you enjoyed it!
  11. Well either way you keep the units you had in act 1, minus the lord of the opposite route and their retainer.
  12. Who is more likable and what sounds more fun is subjective. Both routes are going to be interesting in their own ways. There is no intended order, they happen at the same time. Fortuita is the purple area. Arynden is the red. Pronunciation of the country names is in the ReadMe.
  13. Destiny also uses con as mag which is not ideal for most people.
  14. Eli is a jeigan-lite in normal mode, in hard mode he's been transformed into a full jeigan as the game will be more difficult and he can act as a crutch for the player if they get stuck (like how main game jeigans in hard mode work) No. The main difference in the route split is the location. Sawyer travels through Gahum to get to Ezpatha to find allies among the pirates and mercenaries that inhabit the country. Owen's route has him leading your army through Toska with the goal of getting them to cease aiding Arynden.
  15. I disagree with having a killer lance in the first map, it doesn't add any true difficulty to the map, it just adds the chance that you get fucked by the rng, and that's just unfair and unfun. The design philosophy for hard mode is going to be challenging but fair, throwing a killer lance into the first map may make it more challenging, but it certainly isn't fair.
  16. Nope, both routes are getting released at the same time.
  17. Killer lance would actually make him easier since you could pick him off at range with no fears. Relative power of 2 would give the foot units too much exp, foot units are at 3, mounted and magic fighters are at 4
  18. There's a pretty good chance of another patch being released that has some edits to the act 1 dialogue and 1-5/maybe 1-6's gameplay. Another thing that will be in that patch (if it happens) and all other future patches is edited exp gain for units. You may be wondering how the exp gain was edited, well it's really simple, mounted units/combat magic users gain exp at a reduced rate compared to foot units in order to balance them better and keep the foot units as a viable option. Another thing that's farther down the pipeline is this: (Leonhardt stuff is a WIP)
  19. I wouldn't really recommend using it for more than just camera stuff for the map, pretty sure a lot of the codes aren't right.
  20. Because the mug is taken from the Nickt collection, which is a bunch of portraits that are free for anyone to use.
  21. So the current release plan is this: Unless we go back to change something significant for act 1 or if we have to fix a game breaking error, there will likely not be another release until part of or all of act 2 is completed. There's 2-3 chapters written already for both routes but little progress has actually been made on making them due to real life obligations. Act 2 will be fully completed by next FEE3 and there may be a release with the first half of it sooner than that.
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